1 - Zhejiang University, China
2 - University of North Carolina at Chapel Hill, USA
3 - University of Maryland at College Park, USA
Benchmark Andy: Our GPU-based approach can simulate the clothes dressed on a Kung-Fu boy. The meshes of three cloth pieces are represented by 127K triangles. Our simulator performs all of the computations, including implicit time integration and collision handling, in 0.2s per frame (on average) on an NVIDIA GeForce GTX 1080 GPU. We use new algoriths for sparse matrix assembly, incremental collision detection and collision response.
Abstract
We present an incremental collision handling algorithm for GPU-based
interactive cloth simulation. Our approach exploits the spatial and temporal
coherence between successive iterations of an optimization-based solver
for collision response computation. We present an incremental continuous
collision detection algorithm that keeps track of deforming vertices and
combine it with spatial hashing. We use a non-linear GPU-based impact
zone solver to resolve the penetrations. We combine our collision handling
algorithm with implicit integration to use large time steps. Our overall
algorithm, I-Cloth, can simulate complex cloth deformation with a few
hundred thousand vertices at 2 − 8 frames per second on a commodity GPU.
We highlight its performance on different benchmarks and observe up to
7 − 10X speedup over prior algorithms.
Paper (PDF 2.48 MB) Min Tang, Huamin Tang, Le Tang, Roufeng Tong, and Dinesh Manocha, CAMA: Contact-Aware Matrix Assembly with Unified Collision Handling for GPU-based Cloth Simulation, Computer Graphics Forum, 35(2): 511-521, (Proceedings of Eurographics 2016), 2016. Video (63.5 MB)
@article{cama16,
author = {Tang, Min and Wang, Huamin and Tang, Le and Tong, Ruofeng and Manocha, Dinesh},
title = {{CAMA}: Contact-Aware Matrix Assembly with Unified Collision Handling for {GPU}-based Cloth Simulation},
journal = {Computer Graphics Forum (Proceedings of Eurographics 2016)},
volume = {35},
number = {2},
pages = {511--521},
year = {2016},
}
Paper (PDF 2.3 MB)
Min Tang, Zhongyuan Liu, Roufeng Tong, and Dinesh Manocha, PSCC: Parallel Self-Collision Culling with Spatial Hashing on GPUs. Proceedings of ACM Symposium on Interactive 3D Graphics and Games, 2018.
Video (24 MB)
Paper (PDF 3.2 MB)
Min Tang, Tongtong Wang, Zhongyuan Liu, Roufeng Tong, and Dinesh Manocha, I-Cloth: Incremental Collision Handling for GPU-Based Interactive Cloth Simulation.
Proceedings of ACM SIGGRAPH Asia, 2018.
Video (45 MB)
WWW
Efficient BVH-based Collision Detection Scheme with Ordering and Restructuring (Paper) and Source Code
A GPU-based Streaming Algorithm for High-Resolution Cloth Simulation
UNC dynamic model benchmark repository
Collision-Streams: Fast GPU-based Collision Detection for Deformable Models
Fast Continuous Collision Detection using Deforming Non-Penetration Filters
MCCD: Multi-Core Collision Detection between Deformable Models using Front-Based Decomposition
Fast Collision Detection for Deformable Models using Representative-Triangles
DeformCD: Collision Detection between Deforming Objects
Self-CCD: Continuous Collision Detection for Deforming Objects
Interactive Collision Detection between Deformable Models using Chromatic Decomposition
Fast Proximity Computation Among Deformable Models using Discrete Voronoi Diagrams
CULLIDE: Interactive Collision Detection between Complex Models using Graphics Hardware
RCULLIDE: Fast and Reliable Collision Culling using Graphics Processors
Quick-CULLIDE: Efficient Inter- and Intra-Object Collision Culling using Graphics Hardware
CB #3175, Department of Computer Science
University of North Carolina
Chapel Hill, NC 27599-3175
919.962.1749
geom@cs.unc.edu